Author : jdvi


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kunglao's Avatar
Old (#1)
i have posted several works on this site in the past,but i have always experienced difficulties on modelling the shoulder i have ben mathis's short on the shoulder and look to others work for pointers,does anyone have any tuts(pic or video) that can help.
It is really dealing with the underarm part and making surev that if animated it deforms ok
Offline , spline, 196 Posts, Join Date Feb 2005, Location St.John's,Canada  
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JKMakowka's Avatar
Old (#2)
Doesn't belong on P&P, and a picture illustrating your previous work would help.
Offline , dedicated polycounter, 1,834 Posts, Join Date Oct 2004, Location Germany Send a message via ICQ to JKMakowka  
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cholden's Avatar
Old (#3)
kunglao: mind posting a few examples of your work that are giving you trouble? Maybe someone can pin-point an easy fix for you.
Offline , veteran polycounter, 3,303 Posts, Join Date Oct 2004, Location Denver, CO Send a message via ICQ to cholden  
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SkullboX's Avatar
Old (#4)
Bear in mind most shoulder deformations are due to bad joint placement and bad use of those joints. Shoulders can for example rotate no further than a 90 degree angle with your spine, the rest of the upward rotation pivots around the clavicle. Apart from that experiment with joint placement.

As far as modeling is concerned, I find modeling the armpit always helps take care of the deformation on the bottom, and since that way the arm properly blends with the pecs and back muscles you'll get even better results. Here's an exmaple, except I can't show you how it works as I messed up the rig. The model wasn't done either, but the shoulders worked as they should.

Offline , spline, 245 Posts, Join Date May 2005, Location Netherlands  
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kunglao's Avatar
Old (#5)
thanx for feedback,sorry i have not replied sooner(had flu)
I have attached examples of shoulder i am working on it is very much a wip but i am having major difficulties.
Everytime i settle down to sort this problem i end up giving myself major headache.And it is not just this example all my previous works i encountered major difficulties and although some looked ok i suspect that if they were to be animated(something i have not yet tackled(i am sure the deformations would be quite noticeable.
I have used other people wires for reference as well as using Atlas of human anatomy book,not to mention countless hours searching web for tuts and vids with little success
I am going out on a limb here and asking for your help
please could you send me your model (does not have to be whole model,maybe just area highlighted) which shows a good level of modelling the shoulder/arm area that if animated would look ok via email to paulkelley69@tiscali.co.uk
In Max format(i use max 7) so i can analyse the workflow and can implement into mine,(dont worry i am not in the habit of stealing other peoples work),failing that if anyone has links for a recent video tut that addresses this i would be grateful.
Really looking for male physique in high poly,lopoly and lo poly for zbrushing(which i assume is made up of quads,which incidentaly is what i am trying to achieve with this example.
some feedback i received mentioned i should do i quick rig to see how it would animate,neverv attempted rigging and will give it a go not sure which is easier to do in max bones or physique but first off i really need to concentrate on getting the modelling part correct 1st.
Once agian thanx for your time and will keep you posted on my progress

Offline , spline, 196 Posts, Join Date Feb 2005, Location St.John's,Canada  
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SkullboX's Avatar
Old (#6)
[ QUOTE ]
some feedback i received mentioned i should do i quick rig to see how it would animate,neverv attempted rigging and will give it a go not sure which is easier to do in max bones or physique but first off i really need to concentrate on getting the modelling part correct 1st.

[/ QUOTE ]

You can take your modeling a lot further from this ponit without any animation knowledge, but making a quick rig (just a bone for the body and one for the shoulder would suffice) to test will never hurt while you're learning. The biggest problem you have with shoulders so far is that you completely detach them from the body, it should be more like on the following picture:



I mailed you that model in obj format, search for an obj importer for max on google, as that model was done in maya.
Offline , spline, 245 Posts, Join Date May 2005, Location Netherlands  
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